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Had anybody succeeded in using this mod with the lotr mods? Thanks!
AGOT compatch released - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3510267089
There might be some errors, but I've tested it and the buildings listed seem to upgrade fine. I don't play AGOT myself so I've only done some initial testing.
There is no preference no it'll just upgrade what it can based on the requirements such as gold amount/terrain etc.
It can build new builds and upgrade current ones, it builds based on a list, this can be moved in the game files if needed but if you'd prefer not to just make sure you place one of the buildings that you want to be upgraded and it'll do that.
It can not make cities/castles or temples no, but it can make builds and upgrades in the ones that you do build.
It ticks every 15 days .
I have a few questions though:
- Is there a preference for upgrading vassal buildings, i.e rank, distance from capital ?
- Is the auto build limited only to upgrading the buildings or can it also build new ones if there's a spot for them ?
- Can the auto build also found cities/castles/temples ?
- How often does the auto build ''tick'' ? Monthly ? Weekly ?
AGOT compatch coming soon
✨ New Features ✨
★ Brand-new interactive GUI window for easy management
★ Simultaneous auto-upgrades for both player and vassals
★ Now upgrades castles, cities, and temples (not just castles anymore!)
★ Exploit fixes: no more buildings appearing where they shouldn’t
★ Expanded building chains : Breweries, Scriptoriums, and more
★ Fully updated for CK3 v1.16.3
★ Fresh new artwork : banners, icons, and backgrounds
Localization
★ Full support for: English, French, German, Spanish, Polish, Russian, Korean, and Simplified Chinese
★ Huge boost to accessibility for players worldwide!
Other Improvements
★ Cleaner, reorganized mod files
★ Smarter, improved automation logic
Put a lot of work into these updates, hope you all enjoy the improvements!
I have patched the mod for the latest update, I've improved the UI and have now made it possible to have both build for player and build for vassal be enabled at the same time. I'm currently patching compatibility for some popular mods such as AGOT but they're proving a little difficult. I hopefully should have the update pushed out soon.
For those interested, I’m currently updating the mod to work with the latest CK3 patch and adding in any missing buildings. I haven’t been actively playing recently, so any help spotting new buildings or bugs would be appreciated.
This isn’t a request for new features — I’m currently focused on maintaining and updating the existing content. However, I might start considering new features in the future.
If there’s something you’d like to see added, please create a Discussion post rather than leaving a regular comment. I don’t check the comments often, and Discussions make it much easier to keep track of feedback on specific ideas. If a suggestion gains enough interest and it’s realistically doable, I might include it.
Regarding compatibility with other mods — that’s not something I’m actively working on, as I’m not too familiar with how it works. I can look into it, but I make no promises.
You may want to restrict this since it's super OP.
This will helps you keep the type of buildings you want, for me economy and defense, while still retaining an auto-updater. In the case of the commenter Rax, that's legit criticism. There's no control for what type of buildings you can specify, so this is my way to work around it.
This should be something base-game have, but sadly they don't. It's been requested before. At least we still have this mod.
did you really just comment "yeah mod sucks it does what i want but not i 100%"?
kinda cringe
Thank you for the quick reply.
Is this mod compatible with mod "More Buildings Reboot"?
Here's what I did:
In the localization/common folder, I copied the file auto_build_common_l_english.yml , pasted it into the same folder, and renamed it to auto_build_common_l_russian.yml . Then, in this file, I replaced the first line l_english with l_russian .
I did the same in the localization/event folder.
After these changes, the mod started working correctly with the Russian localization.
building_wind_furnace_requirement_terrain trigger to be able to build on any terrain anywhere as long as the culture had the innovation though:
building_wind_furnace_requirement_terrain = {
# All terrains
scope:holder.culture = { has_innovation = innovation_wootz_steel }
}
I deleted the building_wind_furnace_requirement_terrain = yes line from each variation of the wind furnace building in build_scripted_effects.txt and it seems to upgrade like any other building in the mod